thanks for the nice feedback...
there is a detail texture on the terrain, but it is note visible, because the camera is to far above the ground, perhaps that's the "missing thing".
the gras will be fine adjusted for each level in the next few days...
sorry, can not release a demo without giving away too much about the project and i got a veto of the producer on that. i will try to find the time to upload a video.
i consider making a plugin-like package so everybody can include the environment system in their game... would anybody be interested in such a module for his projects? let's say about 20$ for a indie project?
some more features:
collision system for trees and bushes: hit the tree it fells
mutlitexturing (4 textures, detail texture) & watershader (realtime refraction, bump map waves, transparency) for shader 2.0 with fallbacks down to FFP.
builtin season themes: summer, fall, autumn
builtin sky themes: day, dawn, night (each with clouds and without)
dynamic clouds
terrain data map system & editor: you can draw a map which indicates where trees are visible and where not, but unlike other systems the map is not read in cscript (as the bmap instructions are very slow). instead there is a editor to convert the bitmap into a "terrain data map" which is handled by the games vegetation system. this is faster than any other calculation of visibility. this way you can avoid gras and bushes being drawn in water or on roads and buildings. it supports 3 channels (R,G,B) which are used for the different classes of the vegetation system.
(in the picture: where the map is black nothing is created, where the map is red, only gras and shrubs are created, where the map is yellow trees can grow
)